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Super Mario Maker |OT| Miyamoto Simulator 2015

V-Faction

Member
Got 'em.

3uf00cO.jpg

Is this it? Is this what we've become as a society? Trying to purposely lose in an unloseable situation? FOR SPORT!?
 

VandalD

Member
I am highly impressed with those of you who are actually able to let the timer run out and lose properly.

I just updated it again for higher challenges >:O

ECBD-0000-0095-B25C

Actually, it would be hilarious if we make this level have a super low clear rate and have this appear in Expert 100 Mario challenges hahaha
OK. You win!
 

correojon

Member
Thanks so much guys, really appreciate it!

Thank you! And yeah, I am aware of that potentially happening. I was hoping players would just go for the axe right away, realizing it's the same area they were in before and that walking left would cause the cannons to drop down again. But even if you DON'T run all the way to the left where you can potentially get trapped, the bullet bill cannons to the right will always drop back down on the axe anyway, and you'll have to repeat the whole underground cycle again. So you are basically screwed almost as soon as you jump over the axe. Blocking an exit like that is pretty dangerous design to begin with and I couldn't think of a way to prevent the player from going back and triggering the falling of the cannons again once he comes out of the pipe. The only thing unique about the player's situation when coming out of the pipe at the end is that he has NOT triggered the thwomp to the left. But maybe there is a really clever way to solve this problem and I simply haven't thought of it!

I guess I jumped over the axe because I didn´t want the level to be over :)

Maybe you could give the player a powerup that hasn´t appeared in the level just before taking the last pipe and add some blockade to the left of the wall in the final room only passable with this powerup. Like a Kuribo Shoe before taking the last pipe and a spike path to the left of the wall (leaving a small oberture) to a pipe or something. The pipe could warp back to the final room or to a secret ending where the Koopa Queen forgives you (or tells you that she´ll be back!).
 

505zoom

Member
The only thing unique about the player's situation when coming out of the pipe at the end is that he has NOT triggered the thwomp to the left. But maybe there is a really clever way to solve this problem and I simply haven't thought of it!

Some invisible ? blocks would probably work.

edit - Yeah that would work...

LIS8uMK.jpg
 

jarosh

Member
I guess I jumped over the axe because I didn´t want the level to be over :)

Maybe you could give the player a powerup that hasn´t appeared in the level just before taking the last pipe and add some blockade to the left of the wall in the final room only passable with this powerup. Like a Kuribo Shoe before taking the last pipe and a spike path to the left of the wall (leaving a small oberture) to a pipe or something. The pipe could warp back to the final room or to a secret ending where the Koopa Queen forgives you (or tells you that she´ll be back!).
Might work, but would require a pretty drastic redesign. And I have used up every single available enemy in this level and all the available space unfortunately. Plus, the player could still lose the shoe and be stuck, worst case scenario.

I COULD have stacked like 5 one-way doors just to the left of the axe, that would definitely have done the trick, since you would still be able to grab the axe on the way out, but not move far enough to the left to trigger the thwomp. Looks very ugly though and kinda spoils the initial twist.

edit:

Some invisible ? blocks would probably work.

edit - Yeah that would work...

LIS8uMK.jpg

lmao, yeah, and way simpler than I thought too!
 

correojon

Member
Some invisible ? blocks would probably work.

edit - Yeah that would work...

LIS8uMK.jpg

But...but that would be too simple! You´d be killing the spirit of SMM! Replacing 3 of the invisible blocks with Winged Mega Bowsers may be acceptable though.

Lol, I feel stupid now :p
 

chrixter

Member
I've finally finished my first level!

Cloudrush Castle
5F9F-0000-0095-B6F3


k4FX3Sh.jpg


It's designed entirely around riding Lakitu's Cloud (but Lakitu himself does not appear) and taking advantage of its small size, fast speed and high maneuverability. Challenging but not hard was my goal.

It features two boss encounters: a high speed chase and an aerial firefight. Desperately looking for feedback on these, especially the first - I have the layout memorized so I have no idea if that section is reasonable for first-timers. I hope they're fun!
 

KooopaKid

Banned
When it comes to Mario Maker, I'm more interested in trying levels at the moment. Wish I had a list of the "best of the best."

There you go ;)

http://www.neogaf.com/forum/showthread.php?t=1115465

I've finally finished my first level!

Cloudrush Castle
5F9F-0000-0095-B6F3

Will try tonight! You can try mine meanwhile ;)

Thanks! Do you have the code for that SMG3 level? I´d love to give it a go.

FA15-0000-0044-8A76
 

cyba89

Member
I made a sequel to my most successful Mario Maker stage (currently over 80 stars).

Big Brain Academy Bros. -2nd Grade-
166C-0000-0095-CDA4
WVW69idicaYsJrzGNF

You've passed the first grade but are you ready for another test? The puzzles are getting harder...

Let me know what you think about this. I will play the final group of contest levels later today.
 

Adam Prime

hates soccer, is Mexican
I'm home today with a sick child, I'll check out a few of your levels!

... What's the best way to enter in levels quickly? I was thinking of just having the WiiU gamepad open to this thread on the internet browser, then having a notebook paper to write down codes as I find them in this thread. What do yall do?
 

correojon

Member
I'm home today with a sick child, I'll check out a few of your levels!

... What's the best way to enter in levels quickly? I was thinking of just having the WiiU gamepad open to this thread on the internet browser, then having a notebook paper to write down codes as I find them in this thread. What do yall do?
I just browse GAF on the phone but yeah, I wish a better sharing option was possible.

FA15-0000-0044-8A76
Thanks!
 
I finished my Packin' Shells world, 4 levels of semi-increasing difficulty (though each one has it's own tough parts). Some fairly tricky wall jumps, and some advanced moves like spring wall carries and shell wall jumps are used.

So far nobody has beaten the whole thing. Wondering if anybody here can change that.

PS1:

xLAHHxy.jpg


PS2:

iZyAr7E.jpg


PS3:

VcXscJC.jpg


PS4:

G1sltrs.jpg



Also made a SMB3 AirShip level that has some tricky parts to it and hasn't been beatin' yet.

Bk2S7s0.jpg

Can't even get past the very first section. You're clearly using some kind of jump mechanic or something I don't even know exists.
 

505zoom

Member
Can't even get past the very first section. You're clearly using some kind of jump mechanic or something I don't even know exists.



Gotta wall jump carry the spring.

Grab the spring and jump into the wall on the right, let go of grab, then wall jump like normal. I find it easiest to hit and hold both jump and grab together on the first wall, and if you get the timing right you'll catch the spring on your way over to the left wall. Then just repeat letting go and hitting both buttons together.

Once you get the rhythm down it's literally just as easy as a normal wall jump.
 
Propeller Podoboo's Pursuit (2927-0000-0094-F261)
WVW69idekFwjRXHpDz


Running low on the creative juices but I managed to put this autoscroller together last night which I think has the right balance of difficulty, didn't want to make it too tough because no one likes replaying autoscrollers.
And yes you should take the time to try and push the pursuing clown car back with jumps in case you didn't think of it.
 

urfe

Member
Today I went to a colleague's house who has Mario Maker and we all played our brains out.

I realized how (for lack of a better word) bad people are at Mario and how painfully frustrating that makes all my levels.

Definitely something to think about. Length and precision jumps are not your friend.
 

JoeM86

Member
Sometimes I get cool concept ideas, then I take them too far and possibly ruin the levels

Escort Mission (7537-0000-0096-1E2D)
WVW69idkTTIay26P4n
 

Adam Prime

hates soccer, is Mexican
Propeller Podoboo's Pursuit (2927-0000-0094-F261)
WVW69idekFwjRXHpDz


Running low on the creative juices but I managed to put this autoscroller together last night which I think has the right balance of difficulty, didn't want to make it too tough because no one likes replaying autoscrollers.
And yes you should take the time to try and push the pursuing clown car back with jumps in case you didn't think of it.

I really enjoyed it, I gave you a follow and left comments.
 

KooopaKid

Banned
Propeller Podoboo's Pursuit (2927-0000-0094-F261)
WVW69idekFwjRXHpDz


Running low on the creative juices but I managed to put this autoscroller together last night which I think has the right balance of difficulty, didn't want to make it too tough because no one likes replaying autoscrollers.
And yes you should take the time to try and push the pursuing clown car back with jumps in case you didn't think of it.

Will try tonight!
 
Can you unlock the Mega Mushroom without the amiibo, or do you need to scan the 8-bit Mario to unlock it?

You need to scan it.

If you can borrow one from someone else, you can make a new level, scan it once on the main area, create a sub-area and scan it there too, and save the level as a template level. Never overwrite it and just create new saves based on it. You will be able to make as many levels as you like with it afterward.
 
You need to scan it.

If you can borrow one from someone else, you can make a new level, scan it once on the main area, create a sub-area and scan it there too, and save the level as a template level. Never overwrite it and just create new saves based on it. You will be able to make as many levels as you like with it afterward.

I am thinking of getting one for my collection, since an 8-bit Link amiibo might release next year, and pixel Mario just looks cool.

The requirement of it being the only way to get the Mega Mushroom just sealed the deal for me. Much like the Fire Emblem cast for Codename STEAM and Fire Emblem Fates.
 

hatchx

Banned
Today I went to a colleague's house who has Mario Maker and we all played our brains out.

I realized how (for lack of a better word) bad people are at Mario and how painfully frustrating that makes all my levels.

Definitely something to think about. Length and precision jumps are not your friend.


Yeah, but being one of the only few to beat a level that hundreds have tried is so, so good.
 

Adam Prime

hates soccer, is Mexican
Hello everybody,

this is my third Day on Gaf.

i would be very happy, if someone would like to Play my Levels, me and my gf made so far.

Cloudy times: E4AD-0000-0058-D435

This one's is an easy one from my better half.

Jr`s backyard fight: AD86-0000-0058-8579

I haven't seen a Level, that is designed like this one.
Not difficult. Hope you like it.

Ghostly hously: 510F-0000-0047-5C0B

I think i have some cool moments in this one.
the beginning can be a Little tricky :)

Enjoy!

Would love a review^^

I played all your levels and left comments. Simply state: I loved them! Very creative and they were all short and sweet. I always enjoy a level where I don't feel like I am beating my head against a wall, and when I'm done I feel like I accomplished the challenge of the level. Good stuff, I Followed you, so keep them coming!
 
I played some "Amiibo Trials: Mario Kart" level last night and it was fantastic. I actually felt like I was playing a 2D Mario Kart - just terrific. My only complaint is that I wish it was longer.

Any other "Mario Kart" themed levels?
 

KooopaKid

Banned
I played some "Amiibo Trials: Mario Kart" level last night and it was fantastic. I actually felt like I was playing a 2D Mario Kart - just terrific. My only complaint is that I wish it was longer.

Any other "Mario Kart" themed levels?

Hey it's my level! Glad you enjoyed it!
Unfortunately most Mario Kart level in SMM are automatic usually.
 

balohna

Member
Robert Omb, Esq. (D2D8-0000-0095-54EC)
WVW69idgktYGXGBNa7


Has a couple tough spots, but I think it's fair. Put in a couple secret paths with rewards.
 
WVW69idlOHIYvkhP7u


Jungle Raft Rumble - (5636-0000-0096-5AD4)

Feedback is highly appreciated. The course is possible to complete without staying on the platform, but that's no fun.
 

Jocchan

Ὁ μεμβερος -ου
I've fixed an exploit in the boss fight (plus another small one in the checkpoint system, and added some polish here and there) and then reuploaded my latest level, replacing the previous version.

Before And After The Apocalypse - (41AC-0000-0094-91CA)

rsWt0bu.png


Time travel between before and after a zombie apocalypse. Can Mario stop it and fix the future? As usual, three hidden 1up mushrooms to find.

Credit for the passcode system goes to Genotaru.


Feedback would be very appreciated.


Previous levels: http://i.imgur.com/9HICuRt.png

How can this masterpiece only have 17 plays? That's seriously sad!

Also loved the long live Queen Koopa -level, both of these were great!
Hey, thanks! Had a lot of fun working on it. Fun fact: it was originally meant as a Terminator level with Dry Bones carrying cannons, but that felt a bit too similar to Super Dude Bros. II.

Loved Jarosh's Queen Koopa level as well :)
 

ZombAid82

Member
I played all your levels and left comments. Simply state: I loved them! Very creative and they were all short and sweet. I always enjoy a level where I don't feel like I am beating my head against a wall, and when I'm done I feel like I accomplished the challenge of the level. Good stuff, I Followed you, so keep them coming!


I'm filled with joy, thank you so much!!!!
Also, I hate soccer too^^
 

andytjm

Neo Member
Robert Omb, Esq. (D2D8-0000-0095-54EC)
WVW69idgktYGXGBNa7


Has a couple tough spots, but I think it's fair. Put in a couple secret paths with rewards.

Really fun level. The only problem I had was after going down the pipe the flying blocks go too quickly, meaning it is easy to get stuck, but once I got on it that bit was awesome.

WVW69idlOHIYvkhP7u


Jungle Raft Rumble - (5636-0000-0096-5AD4)

Feedback is highly appreciated. The course is possible to complete without staying on the platform, but that's no fun.

Again, cool level with a nice aesthetic. Only problems:

4 cheep cheeps in a vertical line with no way past is annoying.
The autoscroll means you have to wait for the screen to move otherwise you don't know what's coming up ahead, which is a problem when used with blocks on a track.
 

balohna

Member
Really fun level. The only problem I had was after going down the pipe the flying blocks go too quickly, meaning it is easy to get stuck, but once I got on it that bit was awesome.

Thanks for checking it out, glad you liked it! I forget now what my thinking was there, and now I'm hoping you can at least go back up the pipe to reset it. A hole in my testing for sure.
 

Platy

Member
I played some "Amiibo Trials: Mario Kart" level last night and it was fantastic. I actually felt like I was playing a 2D Mario Kart - just terrific. My only complaint is that I wish it was longer.

Any other "Mario Kart" themed levels?

I saw a remake of Mushroom Gorge track on my 100 mario adventures.... I will try to see if I can find it
 
4 cheep cheeps in a vertical line with no way past is annoying.
The autoscroll means you have to wait for the screen to move otherwise you don't know what's coming up ahead, which is a problem when used with blocks on a track.

You're supposed to wait for them to pass. It's also possible to pass underneath as small Mario. The Cheep Cheeps are entirely avoidable. I included a Mushroom soon after just in case the player can't figure that out. As for the autoscrolling part, you should be able to react to every obstacle with plenty of time to spare. I originally didn't include an autoscroll, but that made the level too easy to exploit. The moving platform never outruns the autoscroll because I added a few vertical drops to represent rapids. They really need to add water tiles in a future update.

Thanks for the feedback!
 

andytjm

Neo Member
You're supposed to wait for them to pass. It's also possible to pass underneath as small Mario. The Cheep Cheeps are entirely avoidable. I included a Mushroom soon after just in case the player can't figure that out. As for the autoscrolling part, you should be able to react to every obstacle with plenty of time to spare. I originally didn't include an autoscroll, but that made the level too easy to exploit. The moving platform never outruns the autoscroll because I added a few vertical drops to represent rapids. They really need to add water tiles in a future update.

Thanks for the feedback!

Fair enough. I guess I'm too impatient, lol.
 

Haganeren

Member
I have made a new level, the first one didn't seems to really catch on unfortunatly.

Sewer of Vines City

888xJEP.jpg


So yeah, i wanted to make a level about exploration. There is actually two paths to complete the level where you see totally different things. So i wanted it to be rather simple... But somehow, seeing my completion rate, it seems i was wrong. Maybe the whole mechanic of ennemy dropping from pipe is too bothersome ? I would love to have feedback to that one. (Actually, if i edit a level already uploaded, will my stars/comments disappear ?)

04CA-0000-007E-B8E1

And the new one :


Guts of the mechanical giant

KjR0hUt.jpg


Again, more about a cool setting than actual difficulty but hey, maybe it's hardcore too ? I REALLY don't think so. Try to find your way and escape the body of a mechanical giant ! Yeaaah !

710C-0000-0096-8FA8

Hope somone will enjoy it !
 

Thud

Member
I have a new clown stage:

Clown Attics
Mario finds an old clown in his attic and takes it for a spin. Short and fun level with a little bit of Clown Antics.

ID: 36BD-0000-0096-84C9

WVW69idl1_8aWzloCr
 

Crono27

Member
Flappy_Mario.jpg


1st level i did kind of short and easy.

King_Dedede_Storms_the_Castle.jpg


Just finished this level before work put a lil more effort into it than 1st i enjoyed it >.< Hopefully someone enjoys it >.<
 

Thud

Member
I played some "Amiibo Trials: Mario Kart" level last night and it was fantastic. I actually felt like I was playing a 2D Mario Kart - just terrific. My only complaint is that I wish it was longer.

Any other "Mario Kart" themed levels?

http://www.mariomakerhub.com/levels/1144/bowsers-castle-64

With a little bit of platforming. I'm also planning on making a Thwomp Ruins stage, wondering what tile set captures the spirit. I think ground and maybe a bit of water.
 
I don't think I've ever seen a Japanese person design a level that wasn't terrible. I'm still missing about 30 Amiibo costumes, but I don't think I have the patience to unlock the rest.
 

Naar

Member
so the other day i was supposed to stream some levels from you guys but mid stream it cut off because my computer decided it wanted to install windows 10 while i streamed lol.

thankfully there was only a few levels left and will finish them in about 90 min from now.

i will also take new submissions as well

the stream link is http://www.twitch.tv/naar82

the submission link is https://docs.google.com/forms/d/1GF9h_iHp9GUy2W0Ceh_Z1nFGe-NbgWvUrnXRpBenVbQ/viewform

again i will start 90 min from the time of this post
the queue is https://docs.google.com/spreadsheets/d/1ReI1dlLyhEHiFXdhN4YDgeinGltMT11VOhQUVXKMcI8/edit?pli=1#gid=1286774421

the last level i finished before stream died was uncover the flag. i will start from the stage after that :)
 
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